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Quincy

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Everything posted by Quincy

  1. You're welcome. Have fun, hope to see some cool stuff. Post some pics.
  2. The change clothes command works by changing the prototype of the person so in fact you could make it so that the change to traffic actually changes to a prototype of an armored sheriff. So yes the changing to the vest could change the abilities and the characteristics of the person.
  3. I completely forgot about this topic im going to pickup where i left off. Im going to work on the helmet light next then the PASS device script and after that im going to come back to this command post and fix it and try to make it so it calls in units already on the map. Sorry about not being active.
  4. The loot, could you please reupload those files. Im getting unknown format or damaged message.
  5. http://forum.emergency-planet.com/tutorials/article/45-creating-an-automatic-gate/ Make sure you use an animated gate and not just a model.
  6. Did you ever get the no bucket ladder trucks that I made for you to work?
  7. I say nay to adding Dyson and Raf's engines, Boston doesn't run Seagraves. The run Pierce, Eone, Ferrara and KME and by the way I PM'd you about scripting.
  8. That is a really interesting way to do it, I've been wondering how to do something like that. Thanks Hereweard Fyning
  9. Hi I'm making a script/set of scripts that will require hazmat on scene to survey the area and find out what type of contaminate it is and then you would have to change them over to the correct type of suit for the situation. Here are my questions: Is there a way to check for contamination in a script? I found this in EM4 sdk under gameobject section. I just need a way of detecting the type and posting to a helptext display. I have the logic I just don't know what function would be used to check for it. CONTAMINATION_ATOMIC,CONTAMINATION_CHEMICAL,CONTAMINATION_BIOLOGICAL I know that the hazmat events in freeplay are caused by a trigger detecting if a building within the trigger is on fire, is there a way of setting what type of contaminate it is? (ATOMIC, CHEM, BIO) Thanks, Quincy
  10. Is there any info or a report on why DFD doesn't allow companies that have been assigned a TAC as a reserve rig to stretch lines and utilize the pump? If its just for manpower why not just give the company a SUV.
  11. I mean is there a way I can just change the script restrictions to allow recoverable and pullable?
  12. Hi, I'm trying to make it so this script can also pickup objects that fire fighters can pull (i.e. rubble on top of victims). If tried what I think would work and it doesnt. I know it has to do with the CheckTarget loop but I just don't know what to write to make that happen, I've tried multiple things with no success. (Script Credit: Kreuzung from emergency-forum.de) Snippet of code I need help with: Full Script: (For Reference) BTW the CODE tag on the forum is broken, had to use quote tag.
  13. Connecting is pathing issue and the medic bag is because you have this line somewhere, remove that line and you are all set. p1.SetEquipment(EQUIP_EMERGENCY_CASE); //p1 or p2 or p3 or p4 it depends on which proto is the medic
  14. I just added it in for myself. Its from the Manhattan Mod i'm just using it for a private edit
  15. On the scene of a barricaded suspect with multiple hostages and PD establishing a perimeter and EMS staging with backboards and a stretcher. Credit for backboard model is Dyson of the Manhattan mod and Stryker stretcher is emergency-forum.de . (Screen shot is crappy due to fraps)
  16. Played fine with zero crashes, only 5 bugs to report. Zero crashes for me after updating my graphics card drivers just some minor little glitches. Amazing work you guys, keep it up!! Bugs: Burn time on car is set too low (Not enough time for FD to respond)For the police events there is no suspect, havent passed one PD event so far.Alley way in the lower right hand portion of the map (has a boiler or something in it) is inaccessible, it looks accessible but it is not (units halt at opening of alleyway).When returning the tower ladder to quarters from a spot on the map, 3 fire fighters got out of the truck and started walking to the station.No icon for spineboard removal
  17. Can you send me your emergency 4 log file, its found in the directory?
  18. CALL 911 Fire: Find nearest point of egress and make sure women and children make it out before me, dont allow anyone to enter building. Shooting: Dig in or run and hope not to get shot. Medical Emergency: Render aid by following 4 life saving steps and lessons learned from combat life saving course. Large scale disaster/attack: Run the other way. Physical altercation: Knock out assailant or both parties, call police.
  19. Performance issues are due to people having onboard/integrated graphics cards. Those cards are actually a portion of the processor devoted to processing graphics, this significantly reduces the amount of processing power avaliable. These processors are made for the everyday computer user (using facebook, checking emails, browsing youtube,etc.) and not high definition gaming. The reason you thing the processor is the big issue is that AMD's integrated graphics use a AMD Radeon integrated card which draws power from the processor and Intel has their own type called Intel HD Graphics (NAME IS MISLEADING, can in no way run HD graphics.). Laptops and most moderately priced desktops have integrated graphics. What people need to play this game and this mod is a dedicated graphics card which is basically a second processor that processes graphics. Only higher end desktops and very high end laptops come with these installed. To upgrade the computer its as simple as getting a graphics card upgrade to their computer from their local computer shop. I dont recommend you making a SD version because people with lower end systems will still experience crashes and FPS lag due to their systems not being up to par.
  20. Get the number of people in the vehicle, assign it to a variable and edit the conditional of the move command to make it so the variable is >1.
  21. Check the traits in the editor of the unit. i think fire resistance should be 100% for SCBA and 40% for non-SCBA
  22. Edit the unit.xml files and change the mission numbers. removing #22 will make the unit unavailable in freeplay
  23. Try putting the false declaration in brackets like i've done below. (Copy and paste this snippet over the current code. GameObjectList list = Game::GetGameObjects(NAME_AMBULANCE03) if (list.GetNumObjects() > 0) { Ambulance03 = false; } GameObjectList list = Game::GetGameObjects(NAME_AMBULANCE04) if (list.GetNumObjects() > 0) { Ambulance04 = false; } GameObjectList list = Game::GetGameObjects(NAME_AMBULANCE05) if (list.GetNumObjects() > 0) { Ambulance05 = false; {
  24. Drag the model & texture of the unit from the mod you want to copy to the mod you are putting them in. Then copy the prototype file of the unit to the mod.
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